mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
202 lines
4.6 KiB
C++
202 lines
4.6 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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/*
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game_endlevel.cpp
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This entity is targeted to complete a level, and it also handles
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running the stats and moving the camera.
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*/
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CLASS_DECLARATION( idEntity, idTarget_EndLevel )
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EVENT( EV_Activate, idTarget_EndLevel::Event_Trigger )
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END_CLASS
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/*
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================
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idTarget_EndLevel::Spawn
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================
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*/
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void idTarget_EndLevel::Spawn( void )
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{
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idStr guiName;
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gui = NULL;
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noGui = spawnArgs.GetBool( "noGui" );
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if( !noGui )
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{
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spawnArgs.GetString( "guiName", "guis/EndLevel.gui", guiName );
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if( guiName.Length() )
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{
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gui = idUserInterface::FindGui( guiName, true, false, true );
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}
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}
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buttonsReleased = false;
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readyToExit = false;
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exitCommand = "";
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}
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/*
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================
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idTarget_EndLevel::~idTarget_EndLevel()
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================
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*/
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idTarget_EndLevel::~idTarget_EndLevel()
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{
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//FIXME: need to go to smart ptrs for gui allocs or the unique method
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//delete gui;
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}
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/*
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================
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idTarget_EndLevel::Event_Trigger
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================
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*/
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void idTarget_EndLevel::Event_Trigger( idEntity* activator )
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{
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if( gameLocal.endLevel )
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{
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return;
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}
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// mark the endLevel, which will modify some game actions
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// and pass control to us for drawing the stats and camera position
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gameLocal.endLevel = this;
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// grab the activating player view position
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idPlayer* player = ( idPlayer* )( activator );
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initialViewOrg = player->GetEyePosition();
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initialViewAngles = idVec3( player->viewAngles[0], player->viewAngles[1], player->viewAngles[2] );
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// kill all the sounds
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gameSoundWorld->StopAllSounds();
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if( noGui )
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{
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readyToExit = true;
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}
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}
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/*
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================
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idTarget_EndLevel::Draw
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================
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*/
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void idTarget_EndLevel::Draw()
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{
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if( noGui )
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{
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return;
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}
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renderView_t renderView;
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memset( &renderView, 0, sizeof( renderView ) );
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renderView.width = SCREEN_WIDTH;
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renderView.height = SCREEN_HEIGHT;
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renderView.x = 0;
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renderView.y = 0;
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renderView.fov_x = 90;
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renderView.fov_y = gameLocal.CalcFovY( renderView.fov_x );
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renderView.time = gameLocal.time;
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#if 0
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renderView.vieworg = initialViewOrg;
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renderView.viewaxis = idAngles( initialViewAngles ).toMat3();
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#else
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renderView.vieworg = renderEntity.origin;
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renderView.viewaxis = renderEntity.axis;
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#endif
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gameRenderWorld->RenderScene( &renderView );
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// draw the gui on top of the 3D view
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gui->Redraw( gameLocal.time );
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}
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/*
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================
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idTarget_EndLevel::PlayerCommand
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================
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*/
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void idTarget_EndLevel::PlayerCommand( int buttons )
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{
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if( !( buttons & BUTTON_ATTACK ) )
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{
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buttonsReleased = true;
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return;
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}
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if( !buttonsReleased )
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{
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return;
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}
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// we will exit at the end of the next game frame
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readyToExit = true;
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}
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/*
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================
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idTarget_EndLevel::ExitCommand
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================
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*/
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const char* idTarget_EndLevel::ExitCommand()
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{
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if( !readyToExit )
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{
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return NULL;
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}
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idStr nextMap;
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if( spawnArgs.GetString( "nextMap", "", nextMap ) )
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{
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sprintf( exitCommand, "map %s", nextMap.c_str() );
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}
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else
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{
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exitCommand = "";
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}
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return exitCommand;
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}
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